/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // EnemyBullet class var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Hero rocket launcher var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Tank class var Tank = Container.expand(function () { var self = Container.call(this); var tankGraphics = self.attachAsset('tank', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Update logic for tank }; self.shoot = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); heroBullets.push(bullet); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize arrays and variables var heroBullets = []; var enemyBullets = []; var enemies = []; var score = 0; // Create tank instance var tank = new Tank(); tank.x = 2048 / 2; tank.y = 2732 - 200; game.addChild(tank); // Create score text var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle game updates game.update = function () { // Update tank tank.update(); // Update hero bullets for (var i = heroBullets.length - 1; i >= 0; i--) { heroBullets[i].update(); if (heroBullets[i].intersects(enemies)) { heroBullets[i].destroy(); heroBullets.splice(i, 1); score += 10; scoreTxt.setText(score); } } // Update enemy bullets for (var j = enemyBullets.length - 1; j >= 0; j--) { enemyBullets[j].update(); if (enemyBullets[j].intersects(tank)) { enemyBullets[j].destroy(); enemyBullets.splice(j, 1); LK.showGameOver(); } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { enemies[k].update(); if (enemies[k].intersects(tank)) { enemies[k].destroy(); enemies.splice(k, 1); LK.showGameOver(); } } // Spawn new enemies if (LK.ticks % 60 == 0) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; game.addChild(enemy); enemies.push(enemy); } }; // Handle touch events game.down = function (x, y, obj) { tank.shoot(); }; game.move = function (x, y, obj) { tank.x = x; tank.y = y; }; game.up = function (x, y, obj) {};
/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
// EnemyBullet class
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
// Hero rocket launcher
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Tank class
var Tank = Container.expand(function () {
var self = Container.call(this);
var tankGraphics = self.attachAsset('tank', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Update logic for tank
};
self.shoot = function () {
var bullet = new HeroBullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
heroBullets.push(bullet);
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize arrays and variables
var heroBullets = [];
var enemyBullets = [];
var enemies = [];
var score = 0;
// Create tank instance
var tank = new Tank();
tank.x = 2048 / 2;
tank.y = 2732 - 200;
game.addChild(tank);
// Create score text
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle game updates
game.update = function () {
// Update tank
tank.update();
// Update hero bullets
for (var i = heroBullets.length - 1; i >= 0; i--) {
heroBullets[i].update();
if (heroBullets[i].intersects(enemies)) {
heroBullets[i].destroy();
heroBullets.splice(i, 1);
score += 10;
scoreTxt.setText(score);
}
}
// Update enemy bullets
for (var j = enemyBullets.length - 1; j >= 0; j--) {
enemyBullets[j].update();
if (enemyBullets[j].intersects(tank)) {
enemyBullets[j].destroy();
enemyBullets.splice(j, 1);
LK.showGameOver();
}
}
// Update enemies
for (var k = enemies.length - 1; k >= 0; k--) {
enemies[k].update();
if (enemies[k].intersects(tank)) {
enemies[k].destroy();
enemies.splice(k, 1);
LK.showGameOver();
}
}
// Spawn new enemies
if (LK.ticks % 60 == 0) {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
game.addChild(enemy);
enemies.push(enemy);
}
};
// Handle touch events
game.down = function (x, y, obj) {
tank.shoot();
};
game.move = function (x, y, obj) {
tank.x = x;
tank.y = y;
};
game.up = function (x, y, obj) {};